﻿////////////////////////////////////////////////////////////////////////////////////
// CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Blur_Bloom" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_Amount ("_Amount", Range(0.0, 20.0)) = 5.0
		_Glow ("_Glow", Range(0.0, 20.0)) = 5.0
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#pragma glsl
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float4 _ScreenResolution;
			uniform float _Amount;
			uniform float _Glow;
			
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }
float nrand(float2 n) {
	
  return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
}
			float4 frag (v2f i) : COLOR
			{
				float stepU = (1.0 / _ScreenResolution.x) * _Amount;
				float stepV = (1.0 / _ScreenResolution.y) * _Amount;
				fixed3 color = tex2D(_MainTex,i.texcoord.xy );
			
				fixed3x3 gaussian = fixed3x3(
					1.0,	2.0,	1.0,
					2.0,	4.0,	2.0,
					1.0,	2.0,	1.0);
					
				float4 result = 0;
					
				for(int u=0;u<3;u++) 
				{
					for(int j=0;j<3;j++) 
					{
						float2 texCoord = i.texcoord.xy + float2( float(u-1)*stepU, float(j-1)*stepV );
						result += gaussian[u][j] * tex2D(_MainTex,texCoord);
					}

				}
				
				result /=8;
				
				result.rgb = lerp (color.rgb,result.rgb, _Glow);
					
					
				return result;	
			}
			
			ENDCG
		}
		
	}
}